Caveman 2 Cosmos

Quick question... In my capital I have a High Walls which replaces walls (I double checked in WB)... and walls are needed to build The Ishtar Gate... now... I cannot build The Ishtar Gate because walls req. is in red....... does it mean that High Walls are not recognized by prereq. checker as walls replacement?

Edit: I've played a bit with WB and changing High Walls to Walls does the trick.... is that intended to limit duration of particular wonder ability to be erected?

This problem again with Labyrinth of Knossos.
 
This problem again with Labyrinth of Knossos.

OK any bug, error etc should be directed to that thread, and just saying something is wrong is not very helpful, give alittle more info than that, thx and again thx for playing and helping with C2C.
 
V17 VERY stable...if a little slow at loading.....V18, CTD only about 10-15 turns into the game :-(
 
V17 VERY stable...if a little slow at loading.....V18, CTD only about 10-15 turns into the game :-(

Is it reproducible reliably from end turn on a save game?

If it isn't, but happens every now and again without obvious pattern it's most likely cause is not being able to cope with the tile graphics. To rule this in/out try a game on one of the old maps that doesn't place any of the new tile types.

If, on the other hand, you have a repeatable case post the save game with instructions on how to reproduce please.

Edit - several people who reported crashes every few turns found they went away when they upgraded their graphics drivers, despite having no issues on V17. As mentioned above this is likely to do with the extra complexity in the new tile set, but check you're up to date on drivers as a first thing to check.
 
Is it reproducible reliably from end turn on a save game?

If it isn't, but happens every now and again without obvious pattern it's most likely cause is not being able to cope with the tile graphics. To rule this in/out try a game on one of the old maps that doesn't place any of the new tile types.

If, on the other hand, you have a repeatable case post the save game with instructions on how to reproduce please.

Edit - several people who reported crashes every few turns found they went away when they upgraded their graphics drivers, despite having no issues on V17. As mentioned above this is likely to do with the extra complexity in the new tile set, but check you're up to date on drivers as a first thing to check.

Definately have up-to-date GFX drivers, I have a pretty old laptop (Dell Lattitude D620), not sure the drivers are being updated any more, but I have checked recently....however I will have to see if the CTD is repeatable, didn't have much time last night to test, it was unusual to get a CTD so early in the game. I'll see if it's repeatable tonight (being in the pre-historic era there's not exactly much I can do anyway).
 
I'm getting crashes early in the game now, too... pity, but them's the grapes, I guess. Not as if my laptop isn't closing on five years old ;) .

Keep in mind xp machines should be using the 3gb switch... if old enough this is usually a great fix (we've had to utilize that ourselves recently and found it was brilliant!)
 
Been using that for ages now....well since I started trying large Civ mods anyway....didn't get time to see if the error reproduced, however from looking through the forums there seems to be enough reports of early crashes in v18 to suggest that there's something not quite right with the coding of the mod as opposed to too many of us having old rubbish hardware (not that we don't mind you......)

Mind you this is one of those development rules, the more you change, the more that can go wrong and the harder it is to find out where, if you add in 100 different changes then you have 100 different potential problem points.
 
Been using that for ages now....well since I started trying large Civ mods anyway....didn't get time to see if the error reproduced, however from looking through the forums there seems to be enough reports of early crashes in v18 to suggest that there's something not quite right with the coding of the mod as opposed to too many of us having old rubbish hardware (not that we don't mind you......)

Mind you this is one of those development rules, the more you change, the more that can go wrong and the harder it is to find out where, if you add in 100 different changes then you have 100 different potential problem points.

Just for the record, I have yet to suffer a crash in v18 (and I am playing it way too much)......

My guess would be that the Neanderthal spawn issues (i.e. the map is carpeted with them) are causing MAFs. Try the fix for that posted in the patch thread.
 
Well that's the weird thing isn't it, it's working fine for some, and not for others and you cannot put it down to hardware (well I can't anyway) when previous versions worked fine (v17 was fine for me, longer than any previous version actually.....), whereas v18 crashes far earlier than any other mod I've ever played....mind you that does suggest that the neanderthal spawn issues might be the source of this....I'll give that patch a go.
 
Well that's the weird thing isn't it, it's working fine for some, and not for others and you cannot put it down to hardware (well I can't anyway) when previous versions worked fine (v17 was fine for me, longer than any previous version actually.....), whereas v18 crashes far earlier than any other mod I've ever played....mind you that does suggest that the neanderthal spawn issues might be the source of this....I'll give that patch a go.

If you have the crash that is caused by too many Neanderthals the patch probably won't rescue a save game that was very close to the crash condition anyway, but should resolve it for any new game (or for a save game that had not yet hit the 'tipping point' so to speak)
 
Oh, now there's a thought, if this spawning issue was the fault, would I have noticed a slow-down before the crash....I don't believe I did, unless the spwn itself is whats caused the crash....in which case I wouldn't have noticed....due to it crashing :-D
 
Oh, now there's a thought, if this spawning issue was the fault, would I have noticed a slow-down before the crash....I don't believe I did, unless the spwn itself is whats caused the crash....in which case I wouldn't have noticed....due to it crashing :-D

You'd have noticed the Neanderthals ;)
 
Playing on an inland sea map and didn't have much map uncovered.....so no, don't think I would have noticed them....but i was watching TV at the same time so may have missed a hugh stack of neanderthals appearing before the game fell over.....all i recall was the usual transition from full-screen to windowed mode with the "waiting" cursor that usually indicates a CTD in process, wasn't looking at the screen right before the crash happened.
 
Playing on an inland sea map and didn't have much map uncovered.....so no, don't think I would have noticed them....but i was watching TV at the same time so may have missed a hugh stack of neanderthals appearing before the game fell over.....all i recall was the usual transition from full-screen to windowed mode with the "waiting" cursor that usually indicates a CTD in process, wasn't looking at the screen right before the crash happened.

If you post a save game of the turn befoe the crash I can take a look and tell you whether that was the reason if you like (will be a bit later today though)
 
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